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- /******************************************************************************
- * Spine Runtimes License Agreement
- * Last updated January 1, 2020. Replaces all prior versions.
- *
- * Copyright (c) 2013-2020, Esoteric Software LLC
- *
- * Integration of the Spine Runtimes into software or otherwise creating
- * derivative works of the Spine Runtimes is permitted under the terms and
- * conditions of Section 2 of the Spine Editor License Agreement:
- * http://esotericsoftware.com/spine-editor-license
- *
- * Otherwise, it is permitted to integrate the Spine Runtimes into software
- * or otherwise create derivative works of the Spine Runtimes (collectively,
- * "Products"), provided that each user of the Products must obtain their own
- * Spine Editor license and redistribution of the Products in any form must
- * include this license and copyright notice.
- *
- * THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
- * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
- * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
- * DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
- * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
- * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
- * BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
- * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
- * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
- * THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
- *****************************************************************************/
- using UnityEngine;
- using System.Collections.Generic;
- using Spine.Unity.AnimationTools;
- namespace Spine.Unity {
- /// <summary>
- /// Add this component to a SkeletonAnimation or SkeletonGraphic GameObject
- /// to turn motion of a selected root bone into Transform or RigidBody motion.
- /// Local bone translation movement is used as motion.
- /// All top-level bones of the skeleton are moved to compensate the root
- /// motion bone location, keeping the distance relationship between bones intact.
- /// </summary>
- /// <remarks>
- /// Only compatible with SkeletonAnimation (or other components that implement
- /// ISkeletonComponent, ISkeletonAnimation and IAnimationStateComponent).
- /// For <c>SkeletonMecanim</c> please use
- /// <see cref="SkeletonMecanimRootMotion">SkeletonMecanimRootMotion</see> instead.
- /// </remarks>
- [HelpURL("http://esotericsoftware.com/spine-unity#SkeletonRootMotion")]
- public class SkeletonRootMotion : SkeletonRootMotionBase {
- #region Inspector
- const int DefaultAnimationTrackFlags = -1;
- public int animationTrackFlags = DefaultAnimationTrackFlags;
- #endregion
- AnimationState animationState;
- Canvas canvas;
- public override Vector2 GetRemainingRootMotion (int trackIndex) {
- TrackEntry track = animationState.GetCurrent(trackIndex);
- if (track == null)
- return Vector2.zero;
- var animation = track.Animation;
- float start = track.AnimationTime;
- float end = animation.duration;
- return GetAnimationRootMotion(start, end, animation);
- }
- public override RootMotionInfo GetRootMotionInfo (int trackIndex) {
- TrackEntry track = animationState.GetCurrent(trackIndex);
- if (track == null)
- return new RootMotionInfo();
- var animation = track.Animation;
- float time = track.AnimationTime;
- return GetAnimationRootMotionInfo(track.Animation, time);
- }
- protected override float AdditionalScale {
- get {
- return canvas ? canvas.referencePixelsPerUnit: 1.0f;
- }
- }
- protected override void Reset () {
- base.Reset();
- animationTrackFlags = DefaultAnimationTrackFlags;
- }
- protected override void Start () {
- base.Start();
- var animstateComponent = skeletonComponent as IAnimationStateComponent;
- this.animationState = (animstateComponent != null) ? animstateComponent.AnimationState : null;
- if (this.GetComponent<CanvasRenderer>() != null) {
- canvas = this.GetComponentInParent<Canvas>();
- }
- }
- protected override Vector2 CalculateAnimationsMovementDelta () {
- Vector2 localDelta = Vector2.zero;
- int trackCount = animationState.Tracks.Count;
- for (int trackIndex = 0; trackIndex < trackCount; ++trackIndex) {
- // note: animationTrackFlags != -1 below covers trackIndex >= 32,
- // with -1 corresponding to entry "everything" of the dropdown list.
- if (animationTrackFlags != -1 && (animationTrackFlags & 1 << trackIndex) == 0)
- continue;
- TrackEntry track = animationState.GetCurrent(trackIndex);
- TrackEntry next = null;
- while (track != null) {
- var animation = track.Animation;
- float start = track.animationLast;
- float end = track.AnimationTime;
- var currentDelta = GetAnimationRootMotion(start, end, animation);
- if (currentDelta != Vector2.zero) {
- ApplyMixAlphaToDelta(ref currentDelta, next, track);
- localDelta += currentDelta;
- }
- // Traverse mixingFrom chain.
- next = track;
- track = track.mixingFrom;
- }
- }
- return localDelta;
- }
- void ApplyMixAlphaToDelta (ref Vector2 currentDelta, TrackEntry next, TrackEntry track) {
- // Apply mix alpha to the delta position (based on AnimationState.cs).
- float mix;
- if (next != null) {
- if (next.mixDuration == 0) { // Single frame mix to undo mixingFrom changes.
- mix = 1;
- }
- else {
- mix = next.mixTime / next.mixDuration;
- if (mix > 1) mix = 1;
- }
- float mixAndAlpha = track.alpha * next.interruptAlpha * (1 - mix);
- currentDelta *= mixAndAlpha;
- }
- else {
- if (track.mixDuration == 0) {
- mix = 1;
- }
- else {
- mix = track.alpha * (track.mixTime / track.mixDuration);
- if (mix > 1) mix = 1;
- }
- currentDelta *= mix;
- }
- }
- }
- }
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